Vectrosity progress
Well, it’s pretty much done, you can now get a set of Vector3 points for use with Vectrosity from just one line of code. I played a bit with Vectrosity to make an example scene and this is what it looks like:
Well, it’s pretty much done, you can now get a set of Vector3 points for use with Vectrosity from just one line of code. I played a bit with Vectrosity to make an example scene and this is what it looks like:
Good news at last, I just finished the finding functions for vertices, both in grid space and in world space. Here is a screenshot where the yellow gizmo indicates the vertex closest to the grey sphere.
I have finished the rendering backend for Vectrosity and updated the included examples to use it. Previous releases already came with an extension method that let you get the list of points to construct a vector line, but the actual construction of the vector line was up to the user.
When I released version 1 and version 2 of Grid Framework there was no real way of separating libraries. You had to dump everything into your project in one assembly. Using namespaces prevented name collisions, but you still had things like examples or documentation bloating up your project and there was no way of expressing dependencies. Since then Unity has introduced its own package system, which will solve many of the problems I have had in the past.
I have completely transitioned Grid Framework to a Unity3D package now and moved Vectrosity support to a separate package. The Vectrosity package will be made available as a public Git repository under the MIT license, that should make it as simple as possible for users to add it to their project. While transitioning to packages has had many advantages there have also been some challenges to overcome and I would like to go over them in this post.